C

Cannot Look Weak [Ps]

Common, Strong: 15
PointsCommon, Total: 20 Points

This character can't stand
the thought of looking weak in front of others. This is not the same
thing as Cannot Turn Down A Challenge. A character who Cannot Look
Weak can refuse a challenge from someone he knows to be less powerful
than himself. But the character will not turn down a challenge from
someone of roughly the same or greater power -- unless it is
obviously suicide, in which case the character will have to find some
other way to defeat his opponent and redeem himself.

A character with this
Psych Limit will not complain about fatigue, pain, or injury, and
will never surrender without a fight. He is also particularly easy to
needle or taunt about being afraid.

Cannot Resist Taunting His Opponents In
Combat [Ps]

Common, Strong: 15
Points

This character loves
mocking his opponents in combat. This Psych Limit is always taken at
the strong level; the Moderate level is Likes To Taunt Opponents In
Combat, which means that the character can stop taunting people
whenever he feels like it. There is no Total commitment version of
this disadvantage because a character who taunts all of his opponents
all of the time will very shortly be a dead character.

In order to stop
taunting his opponent, a character with this disadvantage will have
to make an Ego Roll, but is not required to make one if he knows that
not stopping will most likely get him killed.

Cannot Resist Tinkering With Machines
[Ps]

The classic "Gadgeteer"
disadvantage. A character with this Psych Limit simply cannot keep
his hands off of anything mechanical. He wants to check out any
device or machine he encounters to see how it works and how it was
put together.

Taking this limitation
with a Moderate commitment means that the character naturally
gravitates towards any machines or gadgets that happen to be about,
but can force himself to stay focused on something else, or to keep
his hands off if he has to. The Strong commitment means that the
character has to make an Ego Roll to stay away from anything
mechanical, unless doing so violates a stronger Psych Limit. (For
instance, Gadgetman, with a total commitment Protective of Normals is
not going to tinker with a rocket sled if his teammates are busy
coming up with a plan to rescue a bunch of hostages.) A character
with this disadvantage at the Total commitment level can't keep his
hands off machinery unless one of his other Total commitment Psych
Limits is in violation.

Cannot Stand By And Let Evil Occur [Ps]

Common, Strong: 15
PointsCommon, Total: 20 Points

A character with this Psych
Limit feels compelled to act to resist what he sees as evil whenever
confronted with it. The character may have other Psych Limits which
more clearly define what the character sees as "evil" (as
opposed to what the character sees as merely "wrong"). For
example, while the character might see torture and murder as "evil",
he may see theft as being merely "wrong".

The character will
always act to oppose the evil, heedless of the consequences. If doing
so means violating laws, he will break them without hesitation. If
doing so means endangering his own life, the character sees this
potential sacrifice as only fitting.

At Common, Strong the
character can force himself to not act in the face of evil if he
makes a successful Ego roll. At Common, Total he cannot do so except
in the most dire of circumstances.

This Psych Limit works
well with Devoted To Justice and Incorruptible.

Cannot Stand The Sight Of His Own Face
[Ps]

Common, Total: 20
Points

This is the classic "Doctor
Doom" Psych Limit. The character's face is somehow horribly
disfigured and the character can't stand the sight of it. Such a
character will always have his face covered by some sort of hood or
mask.

The GM (or player, in
the unlikely event his disadvantage is taken by a player character)
should decide ahead of time what the character's reaction will be if
he is somehow forced to view his own face. He could be stunned (in
the game mechanics sense of the word), he could go berserk, or
something else entirely could happen.

In most cases, this
disadvantage will be taken in conjunction with Distinctive Features.
It could be just as interesting to have a character with this
disadvantage, without the character's face actually being messed up.
In this case, its "all in his head".

Cannot Strike A Woman [Ps]

Uncommon, Strong:
10 PointsUncommon, Total: 15 Points

This disadvantage can
obviously only be taken by a male character. With this Psych Limit,
the character simply cannot bring himself to strike a woman. It is
listed as Uncommon because for the most part, female opponents are
outnumbered by male opponents 3:1. If female villains are more common
than that, change the frequency to Common and add 5 points.

Cannot Swim [Ph]

Infrequent,
Slightly: 5 Points

The character flounders
(and then sinks and drowns) when in water deeper than he is tall. The
character doesn't know how to tread water, float, or even dog paddle.
His Swimming rate is reduced to 0", and when in deep water is
almost helpless.

This Physical Limit is
different from Sinks Like A Stone. A character with that limitation
cannot float at all, while one who simply Cannot Swim has at least a
small chance to keep afloat.

It is also advisable
that the character take a Psychological Limitation Panics When In
Deep Water, or something similar, to simulate his inability to keep
his head when in water.

Cannot Tell A Lie [Ps]

Uncommon, Total: 20
Points

This Psych Limit means that
the character simply cannot bring himself to say anything he believes
to be untrue, and is not going to lie by omission, either. The only
circumstances under which he would consider telling a lie is when
another of his Total commitment Psych Limits is in violation
(Protective of Normals is a classic example), and even then he must
make an Ego Roll.

Cannot Think For Himself [Ps]

Common, Total: 20
Points

A character who Cannot
Think For Himself isn't literally unable to think for himself, but
rather has trouble making important decisions without the advice of
others. In the case of extremely important decisions, the character
may need to have another person make it for him. Basic decisions
(such as "what to wear", "what to eat", etc.) can
be made by the character with no problem. Anything more complicated
than that (such as "which restaurant to go to" or "which
movie to see") and the character begins to have problems.

In order to make a
decision on his own, the character must make an Ego roll.

Cannot Turn Down A Challenge [Ps]

Common, Strong: 15
PointsCommon, Total: 20 Points

A character who Cannot Turn
Down A Challenge will always accept any contest, wager, or open
challenge of competition, especially if there are stakes involved.
However, the stakes don't really matter... its the thrill of
competing that the character loves.

The character will be
even quicker to accept the challenge if the opponent taunts him while
doing so.

At Common Strong, the
character can make an Ego Roll to refuse the challenge. At Common
Total, the character cannot refuse the challenge unless one of his
other Total commitment Psych Limits is in violation, and even then he
must make a successful Ego Roll.

Capricious [Ps]

Uncommon, Strong:
10 Points

A Capricious character
changes his mind, and his actions, on a whim. He begins projects,
then drops them for no reason. They make plans, then change them
without warning. They are horrible at keeping appointments, meeting
deadlines, or actually holding up to any sort of responsibility at
all.

In order to act in a
consistent of responsible way, the character must make an Ego roll.

Carrier Of/Infected With (Infectuous
Disease) [Ph]

Frequent, Greatly:
15 Points

A character with this
disadvantage carries some communicable disease in his system. The
disease is harmful (or at least annoying), but need not necessarily
be deadly. If the character is a carrier of the disease, he himself
is not affected or harmed by it. If the character is infected,
however, the disease harms the character himself as well as those
around him.

To be an appropriate
disadvantage, the disease must be one that either cannot be cured or,
upon being cured, renders the patient a carrier of the disease. (For
example, a person who contracts hepatitis and is then cured carries
hepatitis microbes in his bloodstream for the rest of his life and is
capable of infecting others later on.)

The exact nature of the
disease is up to the player. Possible examples of appropriate
diseases include herpes, malaria, hepatitis, the HIV virus and most
other sexually transmitted diseases, and typhoid.

Casual Killer [Ps]

Very Common,
Strong: 20 Points

A Casual Killer has no
compunctions about killing. He will kill quickly and without
hesitation or a second thought. It is part of his nature. While his
choice of targets might be dictated by other Psych Limits, he feels
no remorse for those who do kill.

It is strongly
recommended that only villains be allowed to take this disadvantage,
as it makes for a cold blooded and brutal character. PC's who insist
on taking it should take Vigilante Mentality instead.

Charitable [Ps]

Uncommon, Strong:
10 Points

A character who is
Charitable feels compelled to help his fellow man when his fellow man
is in trouble. He will do what he can to make others comfortable,
safe, and healthy. This usually means things like donating money to
charity's, working in a soup kitchen, paying the medical bills of the
poor, and other charitable acts.

This disadvantage is not
the same as Sucker For A Sob Story . The latter is a person who
cannot help himself, and can easily be taken advantage of. A person
who is Charitable won't help a person if the "sob story" is
false or can be proven to be so.

Cheap/Spendthrift [Ps]

Common, Moderate:
10 Points

This character simply hates
to spend money unless it is absolutely necessary. He may not
necessarily live in a hovel or dress like a bum, but its unlikely
that he will eat at a fancy restaurant if a Denny's is available. It
is also unlikely that he would ever lend anyone any money, even a
friend. And of course, the character will see no reason to spend
money on name brands if a generic is available.

Cheerful Charlie [Ps]

Common, Moderate:
10 Points

A Cheerful Charlie is a
person who never has an ill word about anyone, greets everyone with a
cheerful "Good morning/afternoon/evening". He always has a
pleasant comment or amusing anecdote. The character isn't necessarily
an Optimist (although most are), and they aren't necessarily Naive
(although that is common as well). They just have a brighter view of
the world than most.

Childishly Naive And Prone To Temper
Tantrums [Ps]

Common, Total: 20
Points

This character tends to be
too trusting, and has a simplistic view of reality. The character is
also prone to throwing temper tantrums when things don't work out
quite the way they want.

The character sees
everything in terms of black and white: this is good, that is bad.
Good is rewarded, bad is punished. I want this, I don't want that.
Things I want are all good, things I don't want are all bad.
Unforunately, the world is rarely every black and white, and the
character is more than disappointed when he finds this out: he is
angry.

This Psych Limit is
probably too annoying for other characters to be taken by a player
character. It might be an interesting disadvantage for a powerful NPC
hero (or villain) who was raised in a sheltered environment.

Chronic Complainer [Ps]

Common, Strong: 15
Points

A Chronic Complainer finds
something about everything to complain about. He is never really
happy with anything. If he wins a million dollars in the lottery, his
first thought isn't "I'm rich!" but "Great... I'm
going to have to pay a ton of taxes...". When he's recognized
for some achievement, his first thought is "God, I hate standing
in front of people and having to make a thank-you speech". He's
not necessarily a pessimist; a Chronic Complainer doesn't always
expect the worst possible outcome to occur. Rather, he always finds
the cloud to go with every silver lining.

When the character is in
a situation that is "worth complaining about" (meaning an
actual unpleasant circumstance), this disadvantage turns more into
Chronic Whiner.

The character can only
force himself to stop complaining if he makes a successful Ego roll.

Clumsy Hands [Ph]

Frequent, Greatly:
15 Points

A character with this
Physical Limitation has hands that are not made for fine
manipulation. The reasons why depend on the character's concept and
the player's choice. For example, the character may be a "beast
man", whose hands are closer to paws than real hands. Or the
character may be a large and imposing brick, whose fingers are thick
and stubby.

Whatever the reason, the
character is unable to do any task which requires the ability to
finely manipulate or dextrously wield objects. Such tasks as pushing
the buttons on a telephone, writing a note in a precise script,
detailed painting, operating most electronic devices, etc. are either
beyond the character or suffer a -4 penalty to the roll.

Note that this
disadvantage does not affect the character's overall dexterity;
rather, only his manual dexterity is affected.

Code vs. Killing [Ps]

Common, Total: 20
Points

This disadvantage is
perhaps the superhero Psych Limit. If your character doesn't have it,
you should be thinking long and hard as to why not. While technically
a Code of Honor, this one is so important that it gets its own entry.

The classic rationale
for this Psych Limit is (say it with me, brothers and sisters) "With
great power comes great responsibility". Superheroes attempt to
stop and apprehend those criminals who are too powerful to be handled
by conventional authorities. In the happy, old days (the
pre-Wolverine, pre-Punisher days), superheroes did not kill. After
all, it is wrong for one person to arbitrarily decide to terminate
the life of another person.

The idea was that
superheroes captured the bad guys and then hauled them off to jail.
The villains were tried, convicted, and then sent to some form of
prison. (And yes, they always managed to escape, but so what...) If a
villain were a cold-blooded killer, it is possible that the criminal
could be tried, convicted, and then executed. This happens all the
time in the real world, but so far only once that I know of in a
comic book (in The Incredible Hulk #380, written by Peter David; this
story is a very powerful argument against capital punishment, but I
forgive Mr. David because he's a great writer).

While it is possible
that a superhero could find himself in a situation where his only
recourse truly is to take another person's life, this should be an
incredibly momumental, once-in-a-campaign event. If the only choice
is to either kill and save everyone, or not kill and let innocent
people die, a true hero finds a third option and both saves everyone
and does not kill. A good GM will find an option that allows the hero
to do so. Superheroes shouldn't kill. With all the powers, skills,
and abilities the player characters have, heroes who have to kill to
win just aren't very heroic.

End of rant.

A character with this
disadvantage not only does not kill himself, but will actively (and
if necessary, physically) prevent others from doing so. They dislike
people who insist that lethal force is a valid option. If the choice
comes down to using lethal force to stop an opponent and letting him
escape, a character with this Psych Limit would let the opponent
escape.

This does not
necessarily mean that the character is a coward or a weak fighter.
Against a foe noted for his resistance to harm, you will use your
attacks to the best of your ability. Versus unknown opponents you
will pull punches, use lower power attacks, or start out with
entangles and similar non-damaging powers. Note that a lethal attack
does not have to be a Killing Attack.

Code vs. Killing should
always be taken as Common Total. A player who wants his character to
have it at Common Strong should take it as Reluctant to Kill. A
player who wants his character to have personal convictions against
lethal force, but doesn't really care if others don't, should take
Will Not Kill instead. Also, some Codes of Honor may cover the use of
lethal force.

Taking this Psych Limit
as anything less than Common Strong is no disadvantage at all.

Code of Honor [Ps]

With this Psych Limit,
the character is sworn or otherwise dedicated to a set of beliefs
which his native culture considers to be good and just. The specific
tenets of the Code of Honor should be clearly defined by the player
and accepted by the GM before the character is played (or, in the
case of NPCs or villains, the GM should have a clear definition of
the code before he brings that character into play).

Not all Codes of Honor
are going to be the same, because what is considered noble and
honorable differs from culture to culture.

Some examples of various
Codes of Honor would include:

Bushi

The Bushido Code:
This is the code by which the samurai of the medieval period lived
under. The tenets of this code included Treat Those Deserving of
Honor With Honor, Treat a Dishonorable Foe With Scorn, Avenge All
Insults, Death Before Dishonor, Utter Obedience to One's Superiors
(Even Unto Death), and Never Show Fear. [Common, Total 20 points]

Celtic

Vengeance is
essential- if you (or your clan, religion etc.) are insulted, you
must demand an apology. If none is given, you must issue a
challenge. If you lose you must try again, as soon as you are able.
If a truce is called, it must be observed (only the English violate
truces). You must try to be the first into combat. You cannot lie to
an ally. You cannot take advantage of an unsuspecting enemy, you
must issue the correct challenges before killing him. In open war,
you can skip this last part. [Very Common, Total 25 points]

Chinese Knight

You must right any
wrongs you see; correct any social injustices; keep any oath of
loyalty that you take and must meet all obligations you accept; you
must always honor good people; and must spend all your money on good
deeds and good times. [Very Common, Total 25 points]

Chinese Master

This code means
that you can never refuse a challenge from another fighter. You can,
if you choose, answer a challenge by sending a student to meet the
challenger. [Common, Strong 15 points]

Chivalric

Never break your
word. Never ignore an insult to yourself, to a lady, to your liege
lord, or to your faith; insults may only be wiped out by an apology
or a duel (not always to the death!). You must protect any lady and
any one weaker than yourself. You must accept any challenge of arms
from anyone of equal or greater rank. Never take advantage of an
opponent in any way; weapons and circumstances must be equal (even
in open war, if the foe is also noble and chivalric). [Common, Total
20 points]

Code of Vengeance, All
insults to Friends, Family, Protected Parties or Self

You must exact
revenge on anyone who insults any of the listed groups. This usually
means a good beating. Maiming, an attempted assassination, or other
vicious insult would require that the insulter be killed. [Very
Common, Total 25 points]

Code of Vengeance, All
Insults to Self (and Lord)

As above but it
only applies to the character himself. This can also apply to Self
and Lord for samurai characters. Common, Total 20 points This Psych
lim. is also known as "Vengeful" or "Revenge Minded".
[Uncommon Total 15 points]

Code of Vengeance, Must
Avenge Murder of any Friend, Family Member or Protected Party

This naturally
requires that the killer himself be killed and whoever collaborated
with him or ordered the murder also be killed. [Uncommon, Total 15
points]

Gentlemen's Code: Never
break your word. Never ignore an insult to yourself, to a lady, or
to your flag; insults may only be wiped out by an apology or a duel
(not always to the death!). Never take advantage of an opponent in
any way; weapons and circumstances must be equal (except in open
war). [Common, Strong 15 points]

Hero's Code

Like Honesty, (see)
but more so. You must work to your utmost to uphold the law at all
times. Not only will you intervene to stop any criminal actions you
notice, you will also go out of your way to find crime to stop! You
must protect any one weaker than yourself. [Common, Strong 15
points]

Highwayman's Creed

Always be polite if
not resisted, always return enough money for the traveler to get
home, always be gracious to any ladies (flirt with them if
possible), never refuse a request for money from a poor person and
you will never rob the poor. [Common, Moderate 10 points]

Pirate Code

Always
avenge an insult, regardless of the danger; your friend's foe is
your own; never attack a fellow-crewman or friend except in a fair,
open duel (you can be a little vague on this last part). Also good
for biker gangs. [Uncommon, Strong 10 points]

Policeman's Code

This is the code
that most police forces are supposed to operate under. The tenets
include Must Defend Public Safety, Must Protect The Innocent, Will
Only Reply With Equal Force In Combat (meaning, if the opponent
isn't using lethal force, neither will the person with this code),
Follow the law in all things. [Common, Strong 15 points]

Villains Code

This is a "criminal
but not evil" code. You will not use your powers to cause harm,
unless attacked first. You also will not steal from the poor or
helpless. [Uncommon, Strong 10 points]

The Vow of the Buddhist
Monk

You cannot initiate
violence (though you can defend yourself); you must remain celibate;
and you cannot eat red meat. [Common, Strong 15 points]

As can be expected, there
are several other possible codes.

As one can see, this
Psych Limit ends up giving the character several restrictions that
would, ordinarily, be considered separate Psych Limits. The character
may not take both Code of Honor and those other Psych Limits, even
though the point total for all of the individual Psych Limits is
higher if they are combined. A Code of Honor, while actually
encompassing several lesser Psych Limits, is worth less points
because it also carries a measure of distinction and respect. For
example, while villains may taunt a character who has a Code of
Honor, others will admire and look up to such a character for his
solid principles.

Cold And Aloof [Ps]

Common, Moderate:
10 PointsCommon, Strong: 15 Points

A character who is Cold And
Aloof keeps himself apart from others. He is not necessarily grim or
overly private, but he never shows concern for others (even if he is
actually feeling it) and never gets too involved in others. The
character tends to work alone; although he will certainly cooperate
with a team of heroes, he will never actually join.

At Common, Moderate the
character can force himself to not act in this manner when necessary.
At Common, Strong he must make an Ego roll in order to do so.

This Psych Limit works
well with Loner and Grim.

Cold And Calculating [Ps]

Common, Moderate:
10 PointsCommon, Strong: 15 Points

A character with this Psych
Limit has no concern for others with regards to the execution of his
own schemes. He treats others like pawns, and if necessary is ready
to sacrifice them. He uses whatever means he deems necessary to get
ahead, The character treats everyone he meets as a potential cog in
his machine. He does what is necessary.

At Common, Moderate the
character can force himself to not act in this manner when necessary.
At Common, Strong he must make an Ego roll in order to do so.

The character may have
other Psych Limits which determine what lengths he is willing to go
to. It is suggested that the character not also have a Code Vs.
Killing.

Collapses In The Face Of Torture [Ps]

Uncommon, Total: 15
Points

This limitation means
exactly what it says: the character has no tolerance for inflicted
pain or torture, and will immediately surrender if faced with it. The
character may, at first, try to bluff his way out about what he does
or does not know, but if it looks like torture is actually going to
be applied, he'll tell his captors everything they want to know, and
some things they don't.

This Psych Limit is not
the same as Coward In The Face of Pain. With this limitation, the
character can and will pursue courses of action that may turn out to
be painful. Rather, Collapses In The Face Of Torture means that the
character cannot stand the thought of someone intentionally causing
him pain.

Colorblind [Ph]

Infrequent,
Slightly: 5 Points

A Colorblind character
cannot see any colors at all. In everyday life, this is mostly merely
a nuisance. However, in any situation requiring color identification
(such as buying gems, uniform identification, cutting the yellow wire
and not the blue wire to disable the bomb) there will be minuses.

Certain skills will
always be harder. When using Criminology, Electronics, Forgery,
Science Skill: Chemistry (and related fields), Tracking, and Trading
the character will suffer a -1 penalty to his roll.

Combat Paralysis [Ps]

Common, Total: 20
Points

A character with this Psych
Limit tends to "freeze" in combat situations. This is not
the same as being a Coward; the mind is willing, but the body is
week. In any situation in which personal harm seems imminent, the
character must make an Ego roll to avoid losing his action for that
phase. If a character freezes, a separate roll must be made at each
of the character's other phases (with a cumulative +1 bonus to the
roll per new phase rolled for). Having friends present adds another
+1 to the roll.

Compelled To Perform (Specific Unusual
Action) [Ps]

A character with this Psych
Limit has an unreasonable urge to perform some specific action that
could be considered unusual. The list of possible actions is
infinite, but some examples would include Compelled To Attack
Polluters, Compelled To Steal Gems And Jewelry, Compelled To Bring
His Own Silverware To A Restaurant. The reasons behind this
compulsion, as well as the exact details of the compulsion, are up to
the player.

The Frequency of the
compulsion depends on how often the compulsion would come up. If the
GM's campaign deals with environmental issues and the players are a
team of environmentally conscious heroes, Compelled To Attack
Polluters may well be a Very Common disadvantage, for example.

The character can resist
the compulsion only in the most extreme of circumstances.

Completely Devoted To (Agency or
Person) [Ps]

Very Common,
Strong: 20 PointsVery Common, Total: 25 Points

This is the stronger
version of Feels Loyalty to His Superiors, and should only be taken
by characters who are a part of a military or paramilitary
organization.

This Psych Limit is very
similar to Fervent Patriot, except that the character is not
necessarily overly loyal to his home nation (though the two Psych
Limits can easily be used on the same character). A character with
this Psych Limit feels that the object of his devotion (be it a
person or an agency) can do no wrong. He will never question orders
that come from them, and he would be willing to die fulfilling those
orders or protecting his superior.

In addition, a character
with this limitation will not put up with another person bad-mouthing
the object of his devotion, and has little patience for those who are
not as devoted as he is.

Compulsive Carouser [Ps]

Common, Moderate:
10 PointsCommon, Strong: 15 Points

A character who is a
compulsive carouser cannot resist the urge to party. He or she will
drink as much alchohol as they can, will try almost any mind-altering
substance without a thought, and isn't paticularly picky about about
their choice of romantic partners. A character with this disadvantage
likes the music loud and the woman (or men) hot and easy.

At Common, Moderate the
character can avoid acting in this manner if necessary. At Common,
Strong he must make an Ego roll in order to do so.

A character who is a
Compulsive Collector of (Class Of Object) cannot resist owning and
acquiring a certain type of object. The specific type of object the
character collects is up to the player, but can be nearly anything
(from diamond necklaces to swords to beer cans).

The frequency of the
disadvantage is determined by how rare or difficult to acquire the
type of object is. Items which can be found almost anywhere and cost
virtually nothing would be Very Common or Common, while items which
can only be found at certain specific locations and cost hundreds of
thousands of dollars would be Uncommon. For example, diamond
necklaces aren't that rare, but they are expensive; thus they'd be
Uncommon. Beer cans are neither rare nor expensive, so they'd be Very
Common. Baseball cards aren't always expensive, but they can be rare;
depending on the card they'd either be Very Common, Common, or
Uncommon. Swords tend to be both rare and expensive; they'd be
Uncommon. The GM must decide what frequency a particular type of
object warrants.

Regardless of the
frequency, the strength of the disadvantage determines how difficult
it is for the character to control his urge to collect. At Moderate,
the character is an enthusiastic but still casual collector, and when
necessary can turn down an opportunity to expand his collection. At
Strong, the character will always take an opportunity to expand his
collection, and must make an Ego roll in order to control this urge.
At Total the urge to collect cannot be controlled except in the most
dire of circimstances.

Compulsive Liar [Ps]

Common, Total: 20
Points

This Psych Limit can also
be called "Pathological Liar". A character with this
limitation does not lie about everything, but he does lie frequently.
He lies about just about anything, for no real reason at all. Its not
that the character is devious or cunning, he just, for whatever
reason, lies about almost everything, oftentimes seemingly at random,
in the same way that a kleptomaniac takes things without thinking
about it.

The lies themselves need
not be obvious or outrageous. In fact, they are usually completely
plausible, and as often as not they will be based on some kernel of
truth. The danger of compulsive lying is that the character begins to
believe some of his own lies after a while.

A player or GM can focus
this limitation somewhat by specifying what it is that the character
lies about. For instance, a character could be a Compulsive Liar
About His Own Past Exploits. In this case, the character wouldn't
necessary lie at all in his everyday life, but when talking about his
past, he will lie without even thinking about it. He may even believe
that what he is saying is how it really happened, if there is noone
present to contradict him.

Compulsively Sarcastic [Ps]

Common, Moderate:
10 PointsCommon, Strong: 15 Points

A character with this Psych
Limit has a cutting remark for every situation. He is sarcastic on a
whim, regardless of the situation. His remarks are not intentionally
cruel, but they are always stinging. The level of wit involved in the
characters sarcasm is up to the player, but the wittier the better.

At Common, Moderate the
character can control his urge to be sarcastic when necessary. At
Common, Strong he can only do so if he makes a successful Ego roll.

This Psych Limit works
well with Cynical, Loner, and Pessimist.

Conceited [Ps]

Common, Moderate:
10 Points

A character with this Psych
Limit not only has an inflated vision of himself, he also believed
that others aren't as talented. This is different from Arrogant, in
that Arrogant is an attidue of "I am just so good!", while
Conceited is "I am just so much better than you are!"

A person who is
Conceited believes that he is of a special class, and there are
others who just aren't in that class.

Considers Himself To Be A Monster [Ps]

Common, Total: 20
Points

This Psych Limit is only
appropriate for a character whose powers or appearance permanently
separate the character from normal humanity (a character who was
permanently on fire, for instance, or a character who was permanently
9 feet tall with green warty skin). A character who Considers Himself
To Be A Monster wallows in self-pity over his "exile" from
the greater mass of humanity. He holds himself apart, doesn't go out
in public if he can help it, and generally is aloof with others.

However, the truth is
that the character longs to take part in normal life. However, he
feels that he cannot due to his condition. The character will only do
so after long sessions of roleplaying and with counseling and help
from his friends. The character can force himself to go out when its
necessary (to buy food, for example, or to fight a supervillain), but
mostly he stays by himself at home.

Other than this, the
character will only do so on casual occasions (meaning when its not
necessary) in the most extreme of circumstances.

This Psych Limit works
well with Loner and Antisocial.

Considers Other People's Psyche's To Be
Toys [Ps]

Common, Strong: 15
PointsCommon, Total: 20 Points

This Psych Limit is really
only appropriate for villains. It assumes that the character in
question has some form of mental powers, most likely related to mind
control. A character with this Psych Limit doesn't consider other
people's minds to be sacred or deserving of privacy and couldn't care
less about the pain, degredation, or embarassment that invading their
minds might cause.

This Psych Limit
shouldn't be taken at less than Common, Strong. A telepath who
considers other people's psyche's to be toys at a Common, Moderate
level is merely an asshole.

Constantly Fishes For Complements [Ps]

Common, Moderate:
10 Points

A character who Constantly
Fishes For Complements is looking to hear proof of approval from
other people. This usually comes about out of some feeling of
superiority, insecurity, or from a feeling that the character's
efforts go unnoticed. Whatever the reason, the character is always
trying to lead others into situations where they complement him or
praise him.

The character can avoid
acting in this manner when necessary.

This Psych Limit works
well with both Overconfident and Unsure of Himself, as well as
Arrogant, Conceited, Feels Underappreciated, and Young.

Control Freak [Ps]

Common, Total: 20
Points

A Control Freak feels that
he must be in control of everything at all times. They have no
confidence in anyone else's abilities or decisions, and because of
this believes that they must either do everything themselves or use
hands-on, step-by-step supervision to get things done. Characters
with this Psych Limit tend to try to direct the lives of those around
them.

A character with this
Psych Limit will never allow someone else to take control of things
except in the most extreme circumstances.

Counter-Phobia [Ps]

A character with this
unusual Psych Limit has a Phobia; he is intensely and unreasonably
afraid of something. However, unlike most phobics, the character with
a Counter-Phobia intentionally places himself in circumstances in
which he encounters the object of his phobia because he prefers to
feel scared than otherwise.

The Frequency is
determined as normal for Phobias. The character will take any
opportunity to provoke his phobia when such opportunities are
offered. At Strong, the character must make an Ego roll in order to
force himself away from scaring himself. At Total, the character can
only do so under the most dire of circumstances.

Coward [Ps]

Common, Strong: 15
PointsCommon, Total: 20 Points

A character with this Psych
Limit is an old-fashioned, standard-issue fraidy cat.

Someone who is a Coward
In The Face Of Pain can still engage in dangerous or scary actions as
long as he has been convinced that, despite the thrilling nature of
his actions, he won't get hurt. A Coward In The Face of Physical
Violence won't run out and fight Dr. Destroyer, but he still will
work with other characters behind the scenes to oppose the villain
(perhaps to help them sneak into his hidden base, or by hacking the
villain's computers).

However, a person who is
simply a Coward would be hesitant to do even that much, fearing he
might be injured, or that Dr. Destroyer would find out and come
looking for him. Depending on the character's committment to the
disadvantage and a certain amount of common sense, a Coward will find
it difficult (if not impossible) to do anything which might
conceivably have a negative impact on the character's life.

A Common Strong
committment might not be too bad for a player character (in a
non-superhero game), but a Common, Total commitment would probably be
far too annoying to the other player characters.

Coward In The Face Of Pain [Ps]

Common, Strong: 15
PointsCommon, Total: 20 Points

This Psych Limit is mostly
straightforward. A character who is a Coward In The Face of Pain is
afraid of getting hurt. He can easily take risks that don't involve
getting injured (playing the stock market, for instance, or bungee
jumping). However, when it comes to the possibility of injury, the
character starts to worry and becomes hesitant.

A character with this
Psych Limit at Common, Strong can pursue a course of action he knows
will result in his getting hurt if he makes an Ego Roll.

Player characters in a
superhero setting should not take the Common, Total form of this
disadvantage, as it would be too annoying for other players.

Coward In The Face Of Physical Violence
[Ps]

Common, Strong: 15
PointsCommon, Total: 20 Points

Another straightforward
Psych Limit. A character with this disadvantage will, when he finds
himself in a situation which could get him beaten up or killed, will
leave as soon as possible. The character will not freely and of his
own will enter such a situation.

This character will
avoid getting into a fight for as long and as hard as he possibly
can, even to the point of accepting non-violent abuse from someone in
order to avoid having to fight.

A character with this
Psych Limit at Common, Strong could make himself fight if he needed
to (and he made an Ego Roll). A character with Common, Total would
never be able to make himself fight.

Player characters in a
superhero setting should not take the Common, Total form of this
disadvantage, as it would be too annoying for other players.

Craves Attention [Ps]

Common, Strong: 15
Points

A character with this Psych
Limit wants others to pay attention to him. The reasons for this
desire are up to the player. The character may have other Psych
Limits which determines to what lengths he will go in order to get
this attention; however, the character is willing to go to great
lengths in order to garner the attention to others.

The character can avoid
acting in this manner if he makes a successful Ego roll.

This Psych Limit works
well with Gloryhound, Lonely and Constantly Fishes For Complements.

Cultural Taboo [Ps]

This Psych Limit represents
a character who comes from a culture which has some strong, ingrained
cultural prohibition. Examples would include the Hebrew restrictions
on diet and activity (no eating pork, no working on the sabbath,
etc.), the Islamic restrictions on diet and activity (no eating pork,
no drinking alcohol, etc.), and so on. (While the examples given are
for a real-world campaign, fantasy campaigns could have other
taboos).

The character accepts
the taboo as normal, and under most circumstances would never dream
of violating it. In order to force himself to willingly break the
taboo, he must make an Ego roll.

Curious [Ps]

Common, Strong: 15
Points

This is another fairly
self-explanatory disadvantage. A character who is Curious cannot
resist checking out anything that is mysterious or unusual. He will
stop and take a moment to examine the item or occurrence, and can
sometimes even forget what he was otherwise doing.

There is no Common,
Moderate form of this disadvantage because any adventurer worthy of
the name is at least moderately curious in any given situation. A
character with Common, Total quickly becomes annoying.

Cynical [Ps]

Common, Strong: 15
PointsCommon, Total: 20 Points

The old joke is that when a
Cynic smells flowers, he immediately looks around for the funeral. A
character with this Psych Limit has a hard time believing in virtue
and altruism in others. He believes that when you boil things down to
their basics, people only do things that are in their best interests,
and everyone has an ulterior motive for everything. A Cynic mistrusts
"random acts of kindness", as they make him wonder what the
other person wants from him.

Cynic's tend to be
sneering sarcastics who have a hard time taking earnest endeavors
seriously. They can also be rather self-righteous, especially when
their cynicism is proven right.

At Common, Strong the
character must make an Ego roll in order to avoid acting in this
manner. At Common, Total the character cannot do so except under the
most extreme of circumstances.